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Compare the tribes

Seven paths. Different strengths. Make your choice with the numbers in front of you.

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GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.Vikings

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Overview

Egyptians portrait

Egyptians

Economy

For beginners: Approachable

Strengths

  • Armed Slaves have a low resource cost and short base training time.
  • Temple Guardians provide strong infantry defense per unit.
  • Waterworks can improve annexed oasis bonuses after its prerequisites are met.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.
Gauls portrait

Gauls

Defense

For beginners: Approachable

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.
Vikings portrait

Vikings

Offense

For beginners: Intermediate

Strengths

  • Viking Raiders combine useful starting attack with a generous carry capacity.
  • Berserkers offer a heavy offensive infantry option.
  • The Big Hospital gives a developed village a larger recovery share and storage.

Weaknesses

  • Berserkers consume more crop than the lighter infantry options.
  • The offensive roster still needs defensive planning.
  • The Big Hospital is a later investment and healing consumes resources.

Military

Highlights show the best of the selected tribes. Lower is better for cost per attack point; higher is better for the other summary rows. Equal values share the highlight.

Bars use the maximum across all seven tribes, even when only two are selected. Cost efficiency uses the inverse ratio (best cost ÷ cost).

MilitaryEgyptiansGaulsVikings
Highest attack per combat unitRoyal Chariot
110
Haeduan
140
Huscarl
165Best
Highest average defense per combat unitRoyal Chariot
135Best
Haeduan
107.5
Huscarl
97.5
Fastest combat unitChariot
15
Theutates Thunder
19Best
Viking Rider
12
Largest combat-unit carryRoyal Chariot
70
Theutates Thunder
75
Viking Rider
90Best
Lowest resource cost per attack pointEgyptian Fighter
14
Swordsman
8.23
Viking Raider
6.44Best
How to read the data

Summary records exclude scouts, siege and expansion units. Average defense is (infantry defense + cavalry defense) ÷ 2. Role representatives below are derived from the roster: highest anti-cavalry defense among infantry, highest attack among cavalry, and highest average defense among cavalry. One unit can appear in more than one role; this does not imply a special bonus.

Strengths at a glance

Radar comparing five dimensions, including an editorial beginner ratingAttack = highest combat-unit attack; defense = highest combat-unit average defense; speed = fastest combat unit; logistics = merchant capacity × merchant speed. These four axes are percentages of the seven-tribe maximum. *Beginner friendliness is an editorial 1–5 rating, scaled to 100; it is not an engine stat. The table provides the same values in text.AttackDefenseSpeedLogisticsBeginner friendliness*
EgyptiansGaulsVikings

Attack = highest combat-unit attack; defense = highest combat-unit average defense; speed = fastest combat unit; logistics = merchant capacity × merchant speed. These four axes are percentages of the seven-tribe maximum. *Beginner friendliness is an editorial 1–5 rating, scaled to 100; it is not an engine stat. The table provides the same values in text.

AxisEgyptiansGaulsVikings
Attack
47.8
60.9
71.7Best
Defense
100Best
79.6
72.2
Speed
78.9
100Best
63.2
Logistics
66.7
100Best
75
Beginner friendliness*
80
100Best
40

Role-by-role comparison

Summary records exclude scouts, siege and expansion units. Average defense is (infantry defense + cavalry defense) ÷ 2. Role representatives below are derived from the roster: highest anti-cavalry defense among infantry, highest attack among cavalry, and highest average defense among cavalry. One unit can appear in more than one role; this does not imply a special bonus.

In the role tables, lower resource cost, upkeep and training time are highlighted; higher attack, defenses, speed and carry are highlighted.

Starting infantry
EgyptiansArmed Slave
GaulsPhalanx
VikingsViking Raider
Starting infantryEgyptiansGaulsVikings
Attack
10
15
45Best
Defense vs infantry
30
40Best
30
Defense vs cavalry
20
50Best
15
Speed (tiles/h)
7Best
7Best
7Best
Carry
20
35
70Best
Total resource cost
165Best
315
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,040
960
Best anti-cavalry infantry available
EgyptiansTemple Guardian
GaulsPhalanx
VikingsBerserker
Best anti-cavalry infantry availableEgyptiansGaulsVikings
Attack
25
15
105Best
Defense vs infantry
110Best
40
45
Defense vs cavalry
80Best
50
30
Speed (tiles/h)
6
7Best
6
Carry
35
35
60Best
Total resource cost
650
315Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,760
1,040Best
1,960
Espionage
EgyptiansHorse Scout
GaulsPathfinder
VikingsViking Scout
EspionageEgyptiansGaulsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
15
Defense vs cavalry
10Best
10Best
8
Speed (tiles/h)
16
17Best
10
Carry
0Best
0Best
0Best
Total resource cost
380
380
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
EgyptiansRoyal Chariot
GaulsHaeduan
VikingsHuscarl
Offensive cavalryEgyptiansGaulsVikings
Attack
110
140
165Best
Defense vs infantry
120Best
50
95
Defense vs cavalry
150
165Best
100
Speed (tiles/h)
10
13Best
10
Carry
70
65
75Best
Total resource cost
1,800Best
1,965
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
3,300
Defensive cavalry
EgyptiansRoyal Chariot
GaulsHaeduan
VikingsHuscarl
Defensive cavalryEgyptiansGaulsVikings
Attack
110
140
165Best
Defense vs infantry
120Best
50
95
Defense vs cavalry
150
165Best
100
Speed (tiles/h)
10
13Best
10
Carry
70
65
75Best
Total resource cost
1,800Best
1,965
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
3,300
Ram
EgyptiansRam
GaulsRam
VikingsRam
RamEgyptiansGaulsVikings
Attack
55
50
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
95
105Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,910Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
5,000
4,700Best
Catapult
EgyptiansCatapult
GaulsTrebuchet
VikingsCatapult
CatapultEgyptiansGaulsVikings
Attack
65
70Best
55
Defense vs infantry
55
45
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
3,130
3,000Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
GaulsChieftain
VikingsJarl
ChiefEgyptiansGaulsVikings
Attack
40
40
50Best
Defense vs infantry
50Best
50Best
45
Defense vs cavalry
50Best
50Best
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
144,650
125,100Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
GaulsSettler
VikingsViking Settler
SettlerEgyptiansGaulsVikings
Attack
0
0
10Best
Defense vs infantry
80Best
80Best
80Best
Defense vs cavalry
80Best
80Best
80Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
3,000Best
3,000Best
3,000Best
Total resource cost
21,000Best
22,700
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800
22,700Best
27,500

Economy & special mechanics

Economy & special mechanicsEgyptiansGaulsVikings
Merchant capacity (resources)
750Best
750Best
750Best
Merchant speed (tiles/h)
16
24Best
18
Merchant throughput (capacity × speed)
12,000
18,000Best
13,500
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
2,000Best
1,000
Wall troop bonus, level 20 (%)
80.6Best
63.9
54.5
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Palisade
  • Trapper
  • Big Hospital
  • Barricade

Merchant values exclude the Trade Office and other bonuses. Cranny values are per resource, before the Teuton attack modifier. Wall values use the rounded troop multiplier in battle resolution. Construction counts exclude Plus and master queues. See each tribe guide for special-building effects. Chief ranges are highlighted by their maximum base reduction.

Egyptians

Waterworks

Waterworks increases the annexed oasis bonus by 5% relative per level: a 25% resource bonus becomes 50% at level 20. It requires a level 10 Hero’s Mansion.

Gauls

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

Vikings

Big Hospital

Spartans and Vikings use the Big Hospital instead of the standard Hospital. Its recovery share and storage are larger; it still needs surviving infrastructure and resources to heal troops.

Source files and calculation notes

Numeric cells expose their source file and key on focus or hover. Download the JSON for all unit, building and mechanic references. History, tutorials, profiles and beginner ratings are editorial.

Download the data with source references